Addict (Наркоман)

Affinity (Model)

This model may be recruited by any crew that also includes themodel named in parentheses, even if they would not ordinarily bepermitted to join that crew. This model may treat its rank as FreeAgent for the purposes of forming the crew (but cannot use theFree agent rank during the game). Recruiting this model does notallow a further use of the trait (if, for example, another characterhas an Affinity to this model).

Agent of Order

Light Radiance (Световое сияние)

Aggressive Schizophrenia (Mental Disorder)

If this model is in contact with another model (friend or foe) atthe beginning of its activation, it gains an extra Attack action,which must immediately be performed against one model incontact. Once this attack is resolved, this model may continue itsturn normally

Amazon Lineage

Amazon Princess

This model automatically gains the Charge trait. However, targets of this model’s Charge incur a -1 penalty to their Defense rolls. While this Upgrade Character Card is added to Wonder Woman, she cannot use the Bracelets of Submission trait or the Lasso of Hestia weapon, and does not benefit from the effects of her Magic Shield.

Anger Management (Mental disorder)

Animal

This model gains a bonus of +2” to its basic move distance. When it moves, it can ignore obstacles up to 2” high, but cannot Climb or Jump. If this model suffers the Fire effect, during the Recount phase (before resolving the effect) make a Willpower roll (which cannot be rerolled). If this roll is failed, the model cannot move in the following round. This model cannot purchase equipment.

Anxiety (Mental Disorder)

This model gains +2” to its basic move distance, but must perform a Movement action during its activation if the model can do it.

Aversion X

Backpack

This model can perform a Reveal Manipulate action once per activation without spending an Action.

Bat-Armor Mk I

Enemy models don’t roll a Strength die when attacking this model.

Bat-Armor Mk II

This model ignores enemy Strength dice unless the roll is a natural 6. In addition, this model gains +1” to its basic move distance.

Bat-Armor Mk III

Enemy models don’t roll a Strength die when attacking this model. In addition, if this model has moved this activation, it can make Melee Attacks against enemies up to 2” away in line of sight (ignore all traits that improve the model’s line of sight, such as Total Vision, for the purpose of these attacks).

Bat Cape

Batclaw

Once per round, this model gains +6” to its basic move distance, and can move in any direction (including vertically). When using this ability, the model can move over obstacles and Difficult Ground without penalty. However, the model cannot use this rule in two consecutive activations.

*Some models list this trait as ‘Grapple Gun’, and others as ‘Batclaw’. The rules are the same in both instances – the distinction is just for fun!

Batman Lives

This model may perform an extra Movement action at the start of its activation if no enemy models have LoS to it. When in contact with a KO enemy model that does not have Affiliation: , this model may remove it as a Casualty by spending a Special Action.In addition, when this model is included in your crew, you can also include a model with Name: William Cobb (ignoring its Affiliation), but if you do so you may not include any model with the Free Agent rank unless it also has Affiliation: .

Batman’s Tumbler

This model can neither Jump nor Climb. When the Upgrade Card becomes disabled, you can immediately exchange this Upgrade Card with the Batman’s Batpod Upgrade card.

Bipolar (Mental Disorder)

At the beginning of this model’s activation, roll a die or flip a coin. If the result is even/heads, this model may make 1 Effort this round without taking a ☆ marker. If the result is odd/tails, this model suffers the Enervating 1 effect.

Biting

Enemies within 6” that wish to perform an Action must first suffer the Enervating 1 effect. If they already have Enervating, they must instead increase their Enervating value by 1.

Blood Scent

When targeting a model with at least 1 damage marker with an Attack, this model gains +1 to its attack dice rolls, +1 to the Strength roll, and gains the Bleed 1 effect.

Bloodthirsty (Mental Disorder)

During the Raise the Plan phase, if this model has at least 1 Damage marker of any kind, it gains +1 + .

Boosted Jump

Bluf

Choose an enemy model within 6” and line of sight. The target reduces its Attacks skill by 1 until the end of the round. If multiple models with this trait target the same model, the effect is not cumulative.

Accurate

Acid

Aim

Anti-Tank

Assault

Beam

Bleed (X)

Blunt (X)

Cold

Caustic

Crushing

Defensive

Devastating

Electric

Expansive

Explosive

Firearm

Gas

Grenade

Handy

Heavy

Imprecise

Kryptonite

Light

Magic

Mechanical

Medium Range

One Use

Overwhelming

Protective

Reach

Red Dot

Reload

Remote Controlled

Scope

Sharp

Short Range

Silencer

Sonic

Throwing

TEMPLATES

Some weapons shoot clouds of gas, flames or other lethal substances rather than conventional ammunition. Others, such as grenades, rockets or Molotov cocktails explode upon impact. To represent the area of effect of these weapons, we use templates. There are two types of template – Explosive and Spray (you can download printable versions from the Knight Models website, or buy physical templates from the webstore). If a weapon requires the use of a template, the exact type will be noted in its special rules or Rate of Fire. Special rules that allow a model to avoid ranged attacks (such as Dodge) may be used against templates as normal – a model doesn’t have to be the target of an Attack to be affected by a template.

These weapons don’t roll any attack dice. Instead, the RoF of these weapons indicate the number of times the template is placed when attacking with them. An exception to this rule are Melee Attacks that place a template – these follow the usual rules for Melee Attacks, but place a template for every hit.

A model is affected by a template if its base and/or main physical block is even partially covered by the template. Only a Strength die is rolled against affected models, once for each model, following the usual rules for the Strength die during an attack.

A model cannot be affected more than once by multiple templates placed by the same Attack action.

All hits caused by a template are resolved at the same time.

Note: Depending on how your tabletop scenery is arranged, sometimes models on different levels of the board (on stairs, walkways, or rooftops, etc.) may be affected by a template on another level. Templates are considered to extend 2” above and below the point of impact. Simply take a top-down view to see which models are affected, then measure vertically

Explosive Template

Grenades

Spray Template

Ice Template

EFFECTS

Supernatural

Take Cover! (1SC)

All friendly Henchmen within 4” of this model (but not the activated model itself) gain 1 free DC. This DC may take the number of assigned Action Counters above a Henchman’s normal maximum. A model can use this trait only once per round.

Tachyon device

The Big Blue Boy Scout (1SC, Passive)

The Boss

The Dynamic Duo

The Fear Master (1SC)

The Hidden boss

The Holiday Killer

The main man

The Murderer

The Sidekick

Timely arrival

Tireless

Titan Addict

Titan BERSERK

Titan Dose (DOSE)

Total Vision

Tough Skin

To Prove a Point

Enemy models within 6” and LoS suffer -1 to their Willpower value while making a Willpower roll. In addition, as an extra Action, this model can target an

Enemy models within 6” and LoS suffer -1 to their Willpower value while making a Willpower roll. In addition, as an extra Action, this model can target an enemy model (not a Vehicle) within 8” and LoS. For the rest of the Round, the target cannot perform Special Actions and loses a die when performing Willpower rolls.

Ice Template

Effects

Blind

Casualty

Cooled

Hypnotize

Knocked Down

Paralyze

Poison

Stunned

Terror (X)

Toxic (X)

Enervating (X)

Fire

Flash

Freeze

Scared

Smoke

Steal

Strategies (Optional Rules)

Choosing Strategies

Global Plan – You may choose a specific scenario, instead of a random pick. If both players choose this strategy, then neither can apply its effect.

2

C

Fast Advance – Increases your deployment area by 4”. If you have two deployment areas, increase each by 2”. If both players choose this strategy, then neither can apply its effect.

2

C

Ambush – Deploy your entire crew after the other player has deployed his. If both players choose this strategy, then neither can apply its effect.

1

C

Patrol – You may place one model up to 4” outside your deployment zone’s limits. If this scenario doesn’t include a deployment zone, you gain +1 to the rolls to enter the game zone instead.

1

C

Reinforcements – You may pick one model from your crew and roll a die. If the result is 4+ you may hold it off table rather than deploy it. At the Raise the Plan stage of the second round of the game, you may deploy that model in contact with any edge of the playing area, except within the enemy deployment zone.

1

B

Maps – Gain 2 extra Lampposts or 1 Sewer marker (your choice).

2

D

Secret Objective – Place 1 additional objective of your choice. This Strategy allows the player to exceed the objective limit and may only be chosen once per player.

2

D

Change of Plans – Roll 1D6, and then move an objective marker that many inches in a direction of your choice. This strategy may only be chosen once per player, and it may only be played after all players have finished placing their Objective markers.

2

E

Early Bird – You may choose who Takes the Lead in the first round without having to draw counters. If both players choose this Strategy, then neither can apply its effect.

2

E

Battle Cry – Your crew only tests to Run Away when your Reputation is reduced by 80% or more of its starting value

3

C

Perfect Plan – At the beginning of the game add an extra counter for your crew to the bag or container for determining who Takes the Lead.

1

B

Vandalism: When your opponent has placed all their Sewers and Lampposts, you can remove 1 of them from play. This strategy may not be chosen by The Brave and the Bold crews. This Strategy can be selected once per player.

1

E

Rapid Response Training: Select up to two Henchmen in your crew – these models gain +2” to their basic movement distance during their first activation of the game. This strategy may only be selected by The Brave and the Bold crews. This Strategy can be selected once per player

1

D

Objective Trap: Choose and mark one objective. The first model that comes into contact with the marked objective must pass an Agility roll or suffer AB damage. Once triggered, the trap does not work again. This Strategy can be selected once per player

2

E

Fake Objective: Choose one of the opponent’s objectives. That objective awards 1VP less than usual, to a minimum of 1VP. If the opponent doesn’t have any objectives, subtract 4VP from their points’ total at the end of the game instead. This Strategy can be selected once per player.

1

E

Public Resource Upgrade: Choose up to 3 Lampposts on the board. Those lampposts now illuminate an area of 6” radius instead of 4”. This strategy may only be selected by the Brave and the Bold crews. This Strategy can be selected once per player.

2

E

Sewer Maps: The maximum number of models in your crew entering a sewer per round is increased by 1. This Strategy can be selected once per player.

1

B

Road warning signals: After both players have finished placing Lamps and Sewers, you may deploy up to 4 Road warning signals, 2” from the edge of the playing area, and 4” from each other. Road warning signals count as Lampposts, but only illuminate a radius of 2”. This Strategy can be selected once per player.

Crew Strategies

CREW/BOSS

VALUE

PHASE

STRATEGY

Batman

1

?

I Am the Night: Once per game at the beginning of any Take the Lead phase, your Boss can be placed up to 6” from its current position.